RimWorld

RimWorld

555 ratings
Bad Can Be Good (Continued)
7
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
434.230 KB
16 Nov, 2022 @ 11:06am
12 Jun @ 2:12am
3 Change Notes ( view )

Subscribe to download
Bad Can Be Good (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
960 items
Description

Update of Neceross mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2025857053



[discord.gg]
[github.com]


Those bad traits that everyone skips are now not as bad. These traits are now flavorful. This also means these traits aren't as bad when the game calculates the difficulty of the traits and the market value of the pawns with these traits.




Trait Changes
These traits have been rebalanced so the downsides are matched up with bonuses that make sense for each trait

Note: The downsides of the following traits have not been altered or removed unless specifically mentioned.

▶ Abrasive: +3 to melee, cannot be insulted as this one loves attention
Abrasive people are constantly getting into fights and so know how to take a punch, and are amused or indifferent to insults.

▶ Pyromaniac: +15% to warm temperature tolerance; fewer fire starting sprees
The pyromaniac loves fire, but still understands survival is at stake.

▶ Chemical Interest: +1 to medicine; +1 to plants
▶ Chemical Fascination: +3 to medicine; +3 to plants
The strong appeal of various drugs naturally teaches one how to identify and use various substances.

▶ Pessimist: +2 to animals; +5% to tame animals; +10% to train animals
The pessimist is so fed up with people and society they find animals to be better companions.

▶ Depressive: +3 to animals; +10% to tame animals; +15% to train animals
The critters and creatures of the colony and wild are the only thing keeping this one together.

▶ Nervous: +2 to intellectual; +10% to global learning speed
Nervousness tends to cause one to self analyze more than others, causing an increase in situational awareness and the logic of keeping one calm.

▶ Volatile: +3 to intellectual; +15% to global learning speed
Volatile people will do anything to distance themselves from the average, at the expense of anyone that gets in the way.

▶ Lazy: -10% to mental break threshold (this is good)
This one may seem slow or inactive at first glance. There is no trick here. It is as you see it.

▶ Slothful: -20% to mental break threshold (this is good)
One whom is unable to be disturbed by the small things in life.

▶ Ugly: +10% to global work speed; cannot get recruitment inspirations
▶ Staggeringly Ugly: +15% to global work speed; cannot get recruitment or trade inspirations
This type tends to delve into their crafts in order to be accepted by others as a competent colonist.

▶ Wimp: +3 to medicine; +20% to move speed
A long life of being weaker than others has driven wimps to understand their own limits... and the limits of others.

▶ Jealous: +3 to social; +15% to trade impact and negotiations
They may require the best room, but in exchange these people tend to be shrewd and stern negotiators.

▶ Annoying Voice: +10% to move speed; +50% to gaining joy
This one is used to enjoying time alone, though when that's not possible it is better to quickly escape.

▶ Greedy: +33% to eating speed; +50% to carrying capacity
What can I say? Greed fuels many aspects of our lives. Don't judge.

▶ Gourmand: -25% to eating speed; removed hunger rate penalty
The gourmand isn't a pig -- they just really enjoy food!

▶ Tortured Artist: +2 to artistic; can only get work frenzy and creative inspiration
Wasn't this supposed to be a trait for artists? Well... now it is.

▶ Slow Learner: +10% to global work speed, +25% to general labor speed
Though they are slow to pickup on new tricks, these people use what tricks they know in impressive ways.

MIT License; Copyright (c) 2020 Billy Barnes

  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: flavorful traits
84 Comments
A New Player 28 Sep @ 4:08pm 
Oh, just tested it on Pigskins. Actually does increase how much they can carry. Just assumed it was based on manipulation alone.
Mlie  [author] 28 Sep @ 3:50am 
@A New Player Unless you want to be able to carry more, then yea its pointless
A New Player 28 Sep @ 3:31am 
Greedy does not apply to caravan carrying capacity, only regular carrying capacity, which is a pointless stat.
vexxn0va 24 Sep @ 3:26am 
alright, thank you!
Mlie  [author] 23 Sep @ 11:31am 
@vexxn0va I have no plans on expanding it but the source is open if someone would like to try it
vexxn0va 23 Sep @ 11:05am 
are there any plans to extend this to modded traits or add more stuff for bad traits that havent been buffed yet? (like slow walker maybe losing recreation slower because they take in their environment much more often?)
LordBeef21 21 Sep @ 11:39pm 
I'll go through that
Mlie  [author] 16 Sep @ 9:50pm 
@LordBeef21 Please see the Reporting Issues section described above
LordBeef21 16 Sep @ 2:36pm 
I'm getting the following after a recent update to the Vanilla Game:

[Bad Can Be Good (Continued) - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/TraitDef[defName="Pyromaniac"]/degreeDatas/li/randomMentalStateMtbDaysMoodCurve"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=11
[End of stack trace]
Source file: C:\Steam\steamapps\workshop\content\294100\2889440091\1.6\Patches\Patch_GoodBadness.xml
FungiFellow 5 Sep @ 5:34pm 
Thanks bro.